Re: [pygame] Testing pygame 1.8rc4 on PPC build (was: Mac OS X Rosetta (PPC))
On Mar 4, 2008, at 11:58 PM, René Dudfield wrote: ah, thanks heaps. I think I know how to fix that problem. I don't think the png, and jpeg libraries were compiled as universal binaries. I'll try it again... tomorrow. But in the mean time, are you able to try these builds from the compile farm? http://thorbrian.com/pygame/builds.php That one works for me 8^) -Casey
Re: [pygame] Testing pygame 1.8rc4 on PPC build (was: Mac OS X Rosetta (PPC))
cool :) Thanks again. On Wed, Mar 5, 2008 at 7:40 PM, Casey Duncan [EMAIL PROTECTED] wrote: On Mar 4, 2008, at 11:58 PM, René Dudfield wrote: ah, thanks heaps. I think I know how to fix that problem. I don't think the png, and jpeg libraries were compiled as universal binaries. I'll try it again... tomorrow. But in the mean time, are you able to try these builds from the compile farm? http://thorbrian.com/pygame/builds.php That one works for me 8^) -Casey
RE: [pygame] how to display pygame graphics within a wxpython window
Ok, but is there any way to tell PyGame to paint any window, I mean by passing the window handle to pygame. hi, Using pygame with wxpython is not supported. See this page for details: http://www.pygame.org/wiki/Gui cheers, On Wed, Mar 5, 2008 at 4:01 PM, Sibtey Mehdi [EMAIL PROTECTED] wrote: Hi How to display pygame graphics within a wxpython window. I have tried the last example on http://wiki.wxpython.org/IntegratingPyGame but it opens the two separate window one for pygame one for frame. I want to create one frame that can use the pygame drawing functionality. Thanks. Sibtey
[pygame] PGU doesn't work when installed?
Phil's pygame utilities work fine from the current directory but fails after python setup.py install. I get: cannot import name text. This is python 2.5.1 on Ubuntu. Is this a known problem? Thanks gb
Re: [pygame] how to display pygame graphics within a wxpython window
En/na Sibtey Mehdi ha escrit: Ok, but is there any way to tell PyGame to paint any window, I mean by passing the window handle to pygame. Try this: os.environ['SDL_WINDOWID'] = window_id -- Joan Planas Illas Dpto I+D | RD department [EMAIL PROTECTED] Skype id: joanplanaspv Concatel Vanture Team Avda. Ports d'Europa, 100 · 08040 Barcelona (Spain) tel. +34.93.567.97.10 (ext 120) - fax +34.93.567.97.11 http://www.concatel.com http://www.vanture.net
Re: [pygame] how to display pygame graphics within a wxpython window
motherhamster doesn't integrate with wx in the way the poster is asking about - it puts seperate top level wx windows in the same process as the pygame window by either sharing the main message pump with yield calls or by spawning a new thread for the wx's loop. Also, the motherhamster approach kind of sucks on mac cause the mac is not good at message pumps in threads and is not good at sharing message loops either. On Wed, Mar 5, 2008 at 8:05 AM, Juan José Alonso. [EMAIL PROTECTED] wrote: can check the motherhamster project in the pygame forge, it use wx. http://www.pygame.org/project/657/?release_id=1139 2008/3/5, Joan Planas Illas [EMAIL PROTECTED]: En/na Sibtey Mehdi ha escrit: Ok, but is there any way to tell PyGame to paint any window, I mean by passing the window handle to pygame. Try this: os.environ['SDL_WINDOWID'] = window_id -- Joan Planas Illas Dpto I+D | RD department [EMAIL PROTECTED] Skype id: joanplanaspv Concatel Vanture Team Avda. Ports d'Europa, 100 · 08040 Barcelona (Spain) tel. +34.93.567.97.10 (ext 120) - fax +34.93.567.97.11 http://www.concatel.com http://www.vanture.net -- Juan José Alonso. KarlsBerg. eMail: [EMAIL PROTECTED] MSN: [EMAIL PROTECTED]
Re: [pygame] how to display pygame graphics within a wxpython window
The integration sample (at the bottom of the page link below) you mentioned in your original post demonstrates the pygame/SDL paint in any window feature (see the SDLPanel class) http://wiki.wxpython.org/IntegratingPyGame Even though that sample makes two windows (a top-level frame with a child SDL panel in it) I think it's a good approach and you can probably adapt that sample to fit your needs. What about having the frame is bad? you might be able to pass flags to the Frame constructor to change it On Wed, Mar 5, 2008 at 3:15 AM, Sibtey Mehdi [EMAIL PROTECTED] wrote: Ok, but is there any way to tell PyGame to paint any window, I mean by passing the window handle to pygame.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
AlgoMantra wrote: That's like saying that an ocean liner isn't a ship because it wouldn't be able to get off the ground into the sea by itself. It has the body of a lion, and the head of a lion, but does that, in fact, make it a lion? ----.- 1/f ))) --. ---... http://www.algomantra.com spaceship (plural spaceships) 1. A vehicle that flies through space. [1] spaceship (-ship') n. a spacecraft, esp. if manned [2] I should have confirmed my definitions before posting. I had heard the space shuttle as the only true spaceship comment on television once, probably by some NASA official. But since I have no reference to the original quote, and since spaceship and spacecraft appear interchangeable in common usage - do a lookup on spaceship in wikipedia - then the whole argument is moot. It should be noted that Orion is NASA's new spaceship [3]. So to tie this all back in with Pygame and game development in general, if someone writes an Apollo simulator it is perfectly valid to include it under a spaceship category. [1] wiktionary: http://en.wiktionary.org/wiki/spaceship (last edited 10:01, 2 October 2007), though *flies* through space makes the definition questionable. [2] Webster's New World Dictionary of American English, Third College Edition, Deluxe Color Edition, (c) 1991 by Simon and Schuster, Inc. [3] http://www.nasa.gov/mission_pages/exploration/spacecraft/cev_hi_res.html (accessed March 5, 2008) -- Lenard Lindstrom [EMAIL PROTECTED]
Re: [pygame] BUG: crafted pygame input can cause segfault
hello, This is a pymedia, and or vnc2swf bug. It's been updated on ubuntu to state so. cheers, On Fri, Nov 30, 2007 at 10:13 PM, Kristian Erik Hermansen [EMAIL PROTECTED] wrote: I filed a bug with Ubuntu, so I will just link you to there. https://bugs.launchpad.net/ubuntu/+source/pygame/+bug/172812 The issue can be recreated every time, and only with certain input files. I was utilizing vnc2swf's edit.py, which requires pygame, to convert into MPG video. This is when the SEGFAULT happened. Another input video of shorter length was converted perfectly fine... -- Kristian Erik Hermansen I have no special talent. I am only passionately curious.
Re: [pygame] BUG: audio channels reversed in 8-bit
Hi, I've added a work around in subversion r1143. So it works correctly now... I'm 99% sure this is a bug in SDL_mixer, so a proper fix needs to go in there. Need to report it to the SDL bug tracker. On Mon, Jun 18, 2007 at 9:08 AM, Will McGugan [EMAIL PROTECTED] wrote: René Dudfield wrote: weirdness... do you have a little example? Sure. This is the script that I discovered it in. Just change the 16 to 8 in the call to pre_init.. http://www.willmcgugan.com/files/bouncey.zip Will
Re: [pygame] pygame.org website update
Is it just me, or does the spotlight show only two projects? I think it has been this way since forever...
Re: [pygame] pygame.org website update
Yeah. Pretty random. It should have more games in it :) Not necessarily from the pyweek competition On Wed, Mar 5, 2008 at 4:29 PM, Ian Mallett [EMAIL PROTECTED] wrote: Is it just me, or does the spotlight show only two projects? I think it has been this way since forever... -- - PyMike
Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.
Why can't it use the other naming scheme again? On Thu, Mar 6, 2008 at 10:16 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote: I suggest calling the release 1.8.0a1 or 1.8.0b1 or something so it works nicely with the msi installer on Windows. Lenard René Dudfield wrote: hi all, I think we'll need to do another rc release... I've fixed a few things in subversion. Enough that would require testing again I think. btw, the compile farm that Brian made is coool! It speeds up testing a lot when you don't have that platform available :) cu, On Wed, Mar 5, 2008 at 8:07 AM, René Dudfield [EMAIL PROTECTED] wrote:
Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.
The msi installer actually uses the version number to decide if a file should be replaced. Of course Microsoft uses a specific numbering scheme. So the msi installer builder in Python 2.5 distutils must translate the version number in setup.py. It can handle a's and b's but has no clue what to do with rc's so raises an exception. I have been changing setup.py by hand, so the msi versions I release differ from the formal releases. Also, if I forget I have changed setup.py and commit some change to SVN the version number I use will be accidentally committed as well. But then if we are close to the last release candidate then it is not a big issue. I have made the new changes available under sv4, but will change to whatever is decided. Lenard René Dudfield wrote: Why can't it use the other naming scheme again? On Thu, Mar 6, 2008 at 10:16 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote: I suggest calling the release 1.8.0a1 or 1.8.0b1 or something so it works nicely with the msi installer on Windows. Lenard
[pygame] Choosing an installer format for Windows (and Vista questions)
On Windows the Python 2.5 distutils package can build two kinds of installer, the traditional Python installer executable and the newer Windows (msi) installer. It seems redundant to provide both kinds of installer so I wonder if there is a preference. I understand Vista has problems with the older Python installer and privilege escalation. Do msi installers have the same problem? Does the msi installer for Python work properly? Unfortunately I do not have access to Vista. So if anyone is willing to try a Pygame msi installer on Vista I would appreciate it. Everything is at Pygame 1.8.0rv4(5?). They are available at: http://www3.telus.net/len_l/pygame.htm md5sums are: e04e5fe68878e9805c0f1403869219c6 *pygame-1.8.0a2.win32-py2.5.msi 51b26c97adb5806ce7805fb2652a1a4a *pygame-1.8.0a2.win32-py2.4.msi 9cf4b851f14ba9b31305870956cf3838 *pygame-1.8.0rc4.win32-py2.5.exe a784926817b02c31f355f33aa7adfd82 *pygame-1.8.0rc4.win32-py2.4.exe 5fa7fd94037ec0b63f8c791fe0518f31 *pygame-1.8-docs-setup.exe Thanks, Lenard -- Lenard Lindstrom [EMAIL PROTECTED]
[pygame] get_wm_info on linux
I am embedding ogre in a pygame window, which is working fine on windows, but on linux ogre needs not only the window handle, but also a display pointer and screen id. Fortunately, pygame.display.get_wm_info() returns a display field, and the screen id I assume is just zero. Unfortunately, the display field in the dictionary is of type PyObject, and has absolutely no accessible properties. Is there any way to get access to this information or am I just stuck?
[pygame] Pixel Spaceships
Nick Moffitt wrote: René Dudfield: I like space ships. I made some fun Pixel Spaceships: http://zork.net/~nick/pixel/blackspace.py They're based on http://www.davebollinger.com/works/pixelspaceships/ Fun little exercise. Here's my version of the ship generator, attached. Screenshot: http://kschnee.xepher.net/pics/080305pixel_spaceships.jpg I didn't get the cockpit designs right in the way Bollinger did, but tried superimposing a smaller ship design atop a larger one to get a two-tone effect (not seen in that shot). I tried rotating a ship to build a list of rotated images, but the rotated versions are often larger than the original, making it hard to figure out where to place them. How can that problem be addressed?
Re: [pygame] Pixel Spaceships
On Wed, Mar 5, 2008 at 11:31 PM, Kris Schnee [EMAIL PROTECTED] wrote: I tried rotating a ship to build a list of rotated images, but the rotated versions are often larger than the original, making it hard to figure out where to place them. How can that problem be addressed? You shouldn't build a list of images unless absolutely necessary. It will hurt your performance because of memory issues... To figure out where to place the ships is easy. The bliting coordinates specify the position of the top left corner of the image. You want to specify the location of the center. The center of an image is defined as the point directly between each pair of two sides. Half of the distance across and half of the distance down is the center, so: surface = pygame.transform.rotate(image,80) size = surface.get_size() BlitPosition = #Where you want the image to be: e.g. (1,4) BlitPosition[0] -= size[0]/2.0 #These are negative because the surface must be moved *away *from the center. BlitPosition[1] -= size[1]/2.0 #These are negative because the surface must be moved *away *from the center. HTH, Ian